Files
loop/shader/texture/antia.frag
T

22 lines
568 B
GLSL

#version 450 core
in vec2 vTexPos;
out vec4 fColor;
layout (location = 0) uniform vec2 screensize;
layout(binding = 0) uniform sampler2D screenTexture;
float xoff = 2 / screensize.x;
float yoff = 2 / screensize.y;
vec3 f (float x, float y)
{ return texture(screenTexture, vTexPos + vec2(x*xoff,y*yoff)).xyz;
}
void main()
{
vec3 tl = f(-1, 1);
vec3 tt = f( 0, 1);
vec3 tr = f( 1, 1);
vec3 mr = f( 1, 0);
vec3 br = f( 1,-1);
if (tl == tt && tt == tr && tr == mr && mr == br)
{ fColor = vec4(tl,1);}
else {fColor = texture(screenTexture, vTexPos); }
}